// ---------------------------------------------------------------------------

#include <vcl.h>
#pragma hdrstop

#include "fTexAnimC.h"
// ---------------------------------------------------------------------------
#pragma package(smart_init)
#pragma link "GLS.BaseClasses"
#pragma link "GLS.Cadencer"
#pragma link "GLS.Coordinates"

#pragma link "GLS.Material"
#pragma link "GLS.Objects"
#pragma link "GLS.Scene"
#pragma link "GLS.SceneViewer"
#pragma resource "*.dfm"
TForm1 *Form1;

// ---------------------------------------------------------------------------
__fastcall TForm1::TForm1(TComponent* Owner) : TForm(Owner) {
}

// ---------------------------------------------------------------------------
void __fastcall TForm1::Button1Click(TObject *Sender) {
	int i;
	TBitmap *bmp;
	// We generate a handful of bitmaps from scratch
	// you could also load them from a set of files, extract from an AVI etc.
	for (i = 0; i <= 9; i++) {
		bmp = new TBitmap;
		bmp->PixelFormat = pf24bit;
		bmp->Width = 60;
		bmp->Height = 60;
		bmp->Canvas->Font->Name = "Arial";
		bmp->Canvas->Font->Height = 56;
		bmp->Canvas->TextOutW(15, 5, i);
		GLMaterialLibrary1->AddTextureMaterial("IMG" + IntToStr(i), bmp);
		bmp->Free();
	}
	// Initialize our loop
	Cube1->Material->MaterialLibrary = GLMaterialLibrary1;
	Cube1->Material->LibMaterialName = "IMG0";
	GLMaterialLibrary1->Tag = 0;
	// GUI update
	CBAnimate->Enabled = true;
	Button1->Enabled = false;
}

// ---------------------------------------------------------------------------
void __fastcall TForm1::GLCadencer1Progress(TObject *Sender,
	const double deltaTime, const double newTime) {
	// cube turns slowly
	Cube1->Turn(deltaTime * 3);
	// cycle textures
	if (CBAnimate->Checked) {
		// coutdown to next frame
		timeToNextFrame = timeToNextFrame - deltaTime;
		// if it's time for the next frame
		if (timeToNextFrame < 0) {
			// first, update frame counter (the Tag property in our sample)
			// (such a loop is a little overkill, yeah)
			while (timeToNextFrame < 0) {
				timeToNextFrame = timeToNextFrame + 0.2;
				GLMaterialLibrary1->Tag = (GLMaterialLibrary1->Tag + 1) % 10;
			}
			// then, we update the material reference
			Cube1->Material->LibMaterialName =
				"IMG" + IntToStr(GLMaterialLibrary1->Tag);
		}
	}
}

// ---------------------------------------------------------------------------
void __fastcall TForm1::FormCloseQuery(TObject *Sender, bool &CanClose) {
	// stop animation
	CBAnimate->Checked = false;
}

// ---------------------------------------------------------------------------
void __fastcall TForm1::Timer1Timer(TObject *Sender) {
	// standard FPS
	LabelFPS->Caption =
		Format("%.1f FPS", ARRAYOFCONST((GLSceneViewer1->FramesPerSecond())));
}
// ---------------------------------------------------------------------------
